Agent skill
godot-convert-shaders
Converts Godot 3.x shader code to Godot 4.x shader syntax. Updates SCREEN_TEXTURE to screen_texture uniform, DEPTH_TEXTURE to depth_texture uniform, texture() function changes, built-in varyings updates, and light function signature changes. Essential for rendering and visual effect migrations.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/godot-convert-shaders
SKILL.md
Godot 3.x to 4.x Shader Converter
Converts Godot 3.x shader code to Godot 4.x shader syntax.
Core Conversions
This skill performs five key shader modernizations:
| Godot 3.x | Godot 4.x | Type |
|---|---|---|
SCREEN_TEXTURE |
uniform sampler2D screen_texture |
Screen sampling |
DEPTH_TEXTURE |
uniform sampler2D depth_texture |
Depth sampling |
texture(SCREEN_TEXTURE, ...) |
textureLod(screen_texture, ...) |
Texture sampling |
varying → VARIABLE |
varying → variable |
Built-in varyings |
light() signature |
light() with new params |
Light functions |
UPON INVOCATION - START HERE
When this skill is invoked, IMMEDIATELY execute:
1. Verify Godot Project (5 seconds)
ls project.godot 2>/dev/null && echo "✓ Godot project detected" || echo "✗ Not a Godot project"
If NOT a Godot project:
- Inform user this skill only works on Godot projects
- STOP here
If IS a Godot project:
- Proceed to step 2
2. Detect Shader Files (10 seconds)
# Find all shader files
echo "=== Detecting Shader Files ==="
echo ".gdshader files (Godot 4.x format):"
find . -name "*.gdshader" -type f | wc -l
echo ".shader files (Godot 3.x format):"
find . -name "*.shader" -type f | wc -l
3. Detect Godot 3.x Patterns (15 seconds)
echo "=== Detecting Godot 3.x Shader Patterns ==="
echo "SCREEN_TEXTURE references:"
grep -rn "SCREEN_TEXTURE" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
echo "DEPTH_TEXTURE references:"
grep -rn "DEPTH_TEXTURE" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
echo "texture() with hint_screen_texture:"
grep -rn "hint_screen_texture" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
echo "Built-in varying uppercase (VERTEX, UV, COLOR):"
grep -rn "^varying.*VERTEX\|^varying.*UV\|^varying.*COLOR" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
echo "Light functions (light():"
grep -rn "^void light()" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
echo "Light functions with old signature:"
grep -rn "light.*DIFFUSE\|light.*SPECULAR" --include="*.shader" --include="*.gdshader" . 2>/dev/null | wc -l
4. Present Findings
Show the user:
=== Godot 4.x Shader Conversion Analysis ===
Project: [project name]
Shaders to convert:
- .shader files (Godot 3.x): X
- .gdshader files: X
Patterns requiring conversion:
- SCREEN_TEXTURE usage: X
- DEPTH_TEXTURE usage: X
- hint_screen_texture uniforms: X
- Built-in varyings (uppercase): X
- Light function signatures: X
Total shaders to update: X
Conversion includes:
✓ SCREEN_TEXTURE → screen_texture uniform
✓ DEPTH_TEXTURE → depth_texture uniform
✓ texture() → textureLod() for screen/depth
✓ Varying built-ins → lowercase
✓ Light function parameters → new signature
✓ File extension .shader → .gdshader
✓ Git commit per file
✓ Backup before changes
Would you like me to:
1. Convert all shaders (recommended)
2. Show detailed breakdown first
3. Select specific conversions
4. Cancel
5. Wait for User Choice
- If 1 (Proceed): Start Phase 2 immediately
- If 2 (Details): Show file-by-file breakdown, then offer to proceed
- If 3 (Selective): Ask which conversions to apply
- If 4 (Cancel): Exit skill
Phase 1: Analysis & Inventory
1.1 Create Shader Inventory
# Find all shader files (both .shader and .gdshader)
find . -name "*.shader" -o -name "*.gdshader" | sort > /tmp/shader_files.txt
wc -l /tmp/shader_files.txt
echo "shader files found"
1.2 Analyze Each Shader
For each shader file, detect patterns:
# Analyze patterns per file
for file in $(cat /tmp/shader_files.txt); do
echo "=== $file ==="
grep -c "SCREEN_TEXTURE" "$file" 2>/dev/null || echo 0
grep -c "DEPTH_TEXTURE" "$file" 2>/dev/null || echo 0
grep -c "hint_screen_texture" "$file" 2>/dev/null || echo 0
grep -c "^void light()" "$file" 2>/dev/null || echo 0
# Check if .shader extension (needs rename)
[[ "$file" == *.shader ]] && echo "RENAME_NEEDED" || echo "EXTENSION_OK"
done
1.3 Create Conversion Plan
Shader Conversion Plan:
=======================
1. SCREEN_TEXTURE → screen_texture (X files)
2. DEPTH_TEXTURE → depth_texture (X files)
3. texture() → textureLod() (X files)
4. Built-in varyings lowercase (X files)
5. Light function signatures (X files)
6. File extension .shader → .gdshader (X files)
Total files to modify: X
Estimated time: Auto (user doesn't wait)
Backup created: YES (git tag)
Rollback available: YES
Phase 2: Conversion Operations
Conversion A: SCREEN_TEXTURE → screen_texture uniform
Detection:
grep -rn "SCREEN_TEXTURE" --include="*.shader" --include="*.gdshader" .
Transformation Process:
-
Add uniform declaration at top of shader:
glsl// Add near top of file, after shader_type uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; -
Replace SCREEN_TEXTURE references:
glsl// Before (Godot 3.x) vec4 screen_color = texture(SCREEN_TEXTURE, SCREEN_UV); // After (Godot 4.x) vec4 screen_color = textureLod(screen_texture, SCREEN_UV, 0.0);
Mapping Table:
| Godot 3.x | Godot 4.x |
|---|---|
SCREEN_TEXTURE |
screen_texture (uniform) |
texture(SCREEN_TEXTURE, uv) |
textureLod(screen_texture, uv, 0.0) |
texture(SCREEN_TEXTURE, uv, lod) |
textureLod(screen_texture, uv, lod) |
Important: Use textureLod() instead of texture() for screen and depth textures in Godot 4.x to ensure correct mipmap behavior.
Conversion B: DEPTH_TEXTURE → depth_texture uniform
Detection:
grep -rn "DEPTH_TEXTURE" --include="*.shader" --include="*.gdshader" .
Transformation Process:
-
Add uniform declaration at top of shader:
glsl// Add near top of file, after shader_type uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap; -
Replace DEPTH_TEXTURE references:
glsl// Before (Godot 3.x) float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; // After (Godot 4.x) float depth = textureLod(depth_texture, SCREEN_UV, 0.0).r;
Mapping Table:
| Godot 3.x | Godot 4.x |
|---|---|
DEPTH_TEXTURE |
depth_texture (uniform) |
texture(DEPTH_TEXTURE, uv) |
textureLod(depth_texture, uv, 0.0) |
texture(DEPTH_TEXTURE, uv, lod) |
textureLod(depth_texture, uv, lod) |
Conversion C: texture() Function Changes
Detection:
grep -rn "texture(SCREEN_TEXTURE\|texture(DEPTH_TEXTURE" --include="*.shader" --include="*.gdshader" .
Core Changes:
Godot 4.x requires textureLod() for screen and depth textures to ensure explicit mipmap level control:
// Godot 3.x - implicit LOD
vec4 color = texture(SCREEN_TEXTURE, uv);
// Godot 4.x - explicit LOD
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
vec4 color = textureLod(screen_texture, uv, 0.0);
Conversion Pattern:
| Pattern | Replacement |
|---|---|
texture(SCREEN_TEXTURE, UV) |
textureLod(screen_texture, UV, 0.0) |
texture(SCREEN_TEXTURE, UV, 2.0) |
textureLod(screen_texture, UV, 2.0) |
texture(DEPTH_TEXTURE, UV) |
textureLod(depth_texture, UV, 0.0) |
texture(DEPTH_TEXTURE, UV, lod) |
textureLod(depth_texture, UV, lod) |
Conversion D: Built-in Varyings (Uppercase → Lowercase)
Detection:
grep -rn "^varying.*VERTEX\|^varying.*UV\|^varying.*COLOR\|^varying.*NORMAL" --include="*.shader" --include="*.gdshader" .
Built-in Varying Changes:
In Godot 3.x, built-in varyings like VERTEX, UV, COLOR were accessed as-is.
In Godot 4.x, when you declare your own varying, the built-ins become lowercase in the fragment shader.
Mapping Table:
| Declared Varying | Godot 3.x Fragment | Godot 4.x Fragment |
|---|---|---|
varying vec2 my_uv |
my_uv (unchanged) |
my_uv (unchanged) |
Built-in VERTEX |
VERTEX |
vertex |
Built-in UV |
UV |
uv |
Built-in COLOR |
COLOR |
color |
Built-in NORMAL |
NORMAL |
normal |
Important: Only built-in varyings change to lowercase. User-declared varyings keep their original case.
Example:
// Before (Godot 3.x)
shader_type spatial;
varying vec2 custom_uv;
void vertex() {
custom_uv = UV; // UV is uppercase built-in
VERTEX.y += 1.0; // VERTEX is uppercase
}
void fragment() {
ALBEDO = texture(TEXTURE, custom_uv).rgb;
if (VERTEX.y > 0.0) { // VERTEX still uppercase in vertex(), but...
// In Godot 4.x, would be 'vertex' in fragment()
}
}
// After (Godot 4.x)
shader_type spatial;
varying vec2 custom_uv;
void vertex() {
custom_uv = uv; // uv is lowercase built-in
vertex.y += 1.0; // vertex is lowercase
}
void fragment() {
ALBEDO = texture(TEXTURE, custom_uv).rgb; // custom_uv unchanged
if (vertex.y > 0.0) { // vertex is lowercase in fragment()
}
}
Conversion E: Light Function Signature Changes
Detection:
grep -rn "^void light()" --include="*.shader" --include="*.gdshader" .
grep -rn "light.*DIFFUSE\|light.*SPECULAR\|light.*ATTENUATION" --include="*.shader" --include="*.gdshader" .
Light Function Changes:
Godot 4.x changes how light calculations are accessed within the light() function.
Mapping Table:
| Godot 3.x | Godot 4.x |
|---|---|
DIFFUSE |
diffuse_light |
SPECULAR |
specular_light |
ATTENUATION |
attenuation |
SHADOW_ATTENUATION |
shadow_attenuation |
Complete Example:
// Before (Godot 3.x)
shader_type spatial;
void light() {
DIFFUSE = ALBEDO * ATTENUATION;
SPECULAR = vec3(0.5) * pow(max(dot(NORMAL, LIGHT), 0.0), 32.0) * ATTENUATION;
}
// After (Godot 4.x)
shader_type spatial;
void light() {
diffuse_light = ALBEDO * attenuation;
specular_light = vec3(0.5) * pow(max(dot(normal, LIGHT), 0.0), 32.0) * attenuation;
}
Light Function Parameter Changes:
// Godot 3.x - no parameters
void light() {
// Access global light properties
}
// Godot 4.x - accepts light index (for multi-light)
void light(int light_index) {
// Access light properties via LIGHT, attenuation, etc.
}
Conversion F: File Extension (.shader → .gdshader)
Detection:
find . -name "*.shader" -type f | grep -v ".gdshader"
Transformation:
Rename files from .shader to .gdshader:
# Rename all .shader files to .gdshader
for file in $(find . -name "*.shader" -type f); do
newname="${file%.shader}.gdshader"
mv "$file" "$newname"
echo "Renamed: $file → $newname"
done
Note: Godot 4.x uses .gdshader extension exclusively. .shader files from Godot 3.x should be renamed.
Phase 3: Execution & Safety
3.1 Create Git Baseline
# Create backup tag
git tag shader-baseline-$(date +%Y%m%d-%H%M%S)
# Stage any current changes
git add .
git commit -m "Baseline: Pre-shader conversion" || echo "No changes to commit"
3.2 Process Files Sequentially
For each shader file:
# Read and process shader content
python3 << 'EOF'
import re
import sys
def convert_shader(content, filename):
original = content
conversions_applied = []
# Conversion 1: Add screen_texture uniform if SCREEN_TEXTURE is used
if 'SCREEN_TEXTURE' in content and 'uniform sampler2D screen_texture' not in content:
# Find shader_type line and add uniform after it
content = re.sub(
r'(shader_type\s+\w+;\n?)',
r'\1\nuniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;\n',
content
)
conversions_applied.append("Added screen_texture uniform")
# Conversion 2: Add depth_texture uniform if DEPTH_TEXTURE is used
if 'DEPTH_TEXTURE' in content and 'uniform sampler2D depth_texture' not in content:
content = re.sub(
r'(shader_type\s+\w+;\n?)',
r'\1\nuniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;\n',
content
)
conversions_applied.append("Added depth_texture uniform")
# Conversion 3: SCREEN_TEXTURE → screen_texture in texture() calls
if 'texture(SCREEN_TEXTURE' in content or 'textureLod(screen_texture' in content:
# Replace texture(SCREEN_TEXTURE, ...) with textureLod(screen_texture, ..., 0.0)
content = re.sub(
r'texture\s*\(\s*SCREEN_TEXTURE\s*,\s*([^,\)]+)\s*\)',
r'textureLod(screen_texture, \1, 0.0)',
content
)
# Replace texture(SCREEN_TEXTURE, ..., lod) with textureLod(screen_texture, ..., lod)
content = re.sub(
r'texture\s*\(\s*SCREEN_TEXTURE\s*,\s*([^,\)]+)\s*,\s*([^\)]+)\s*\)',
r'textureLod(screen_texture, \1, \2)',
content
)
# Replace remaining SCREEN_TEXTURE references
content = content.replace('SCREEN_TEXTURE', 'screen_texture')
conversions_applied.append("Converted SCREEN_TEXTURE to screen_texture")
# Conversion 4: DEPTH_TEXTURE → depth_texture
if 'texture(DEPTH_TEXTURE' in content or 'textureLod(depth_texture' in content:
content = re.sub(
r'texture\s*\(\s*DEPTH_TEXTURE\s*,\s*([^,\)]+)\s*\)',
r'textureLod(depth_texture, \1, 0.0)',
content
)
content = re.sub(
r'texture\s*\(\s*DEPTH_TEXTURE\s*,\s*([^,\)]+)\s*,\s*([^\)]+)\s*\)',
r'textureLod(depth_texture, \1, \2)',
content
)
content = content.replace('DEPTH_TEXTURE', 'depth_texture')
conversions_applied.append("Converted DEPTH_TEXTURE to depth_texture")
# Conversion 5: Light function variables (only in light() function)
if 'void light()' in content:
# Replace light variables
content = content.replace('DIFFUSE', 'diffuse_light')
content = content.replace('SPECULAR', 'specular_light')
content = content.replace('ATTENUATION', 'attenuation')
conversions_applied.append("Converted light function variables")
# Conversion 6: Built-in varyings in fragment() function (lowercase)
# This is complex - only affect fragment() scope
if 'void fragment()' in content:
# Find fragment function and convert built-in varyings there
fragment_start = content.find('void fragment()')
if fragment_start != -1:
# Find the end of fragment function (next void or end of file)
fragment_end = len(content)
next_func = re.search(r'\nvoid\s+\w+\s*\(\)', content[fragment_start+1:])
if next_func:
fragment_end = fragment_start + 1 + next_func.start()
fragment_section = content[fragment_start:fragment_end]
# Convert built-ins in fragment only
fragment_section = re.sub(r'\bVERTEX\b', 'vertex', fragment_section)
fragment_section = re.sub(r'\bUV\b', 'uv', fragment_section)
fragment_section = re.sub(r'\bCOLOR\b', 'color', fragment_section)
fragment_section = re.sub(r'\bNORMAL\b', 'normal', fragment_section)
content = content[:fragment_start] + fragment_section + content[fragment_end:]
conversions_applied.append("Converted built-in varyings to lowercase in fragment()")
return content, conversions_applied
# Process file
filename = sys.argv[1] if len(sys.argv) > 1 else "shader.gdshader"
with open(filename, 'r') as f:
content = f.read()
new_content, conversions = convert_shader(content, filename)
with open(filename, 'w') as f:
f.write(new_content)
print(f"Applied {len(conversions)} conversions:")
for c in conversions:
print(f" - {c}")
EOF
3.3 Rename File Extensions
# Rename .shader to .gdshader after conversion
for file in $(find . -name "*.shader" -type f); do
if [[ "$file" != *.gdshader ]]; then
newname="${file%.shader}.gdshader"
mv "$file" "$newname"
git add "$newname"
git rm "$file" 2>/dev/null || echo "Old file: $file (deleted)"
fi
done
3.4 Commit Per File
# After each file modification
git add "$file"
git commit -m "Convert shader: $file to Godot 4.x
- Updated texture sampling (SCREEN_TEXTURE/DEPTH_TEXTURE)
- Added uniform declarations with hints
- Converted texture() to textureLod()
- Updated built-in varyings to lowercase
- Fixed light function variables
- Renamed extension to .gdshader"
Phase 4: Verification & Testing
4.1 Syntax Validation
# Check all modified shaders for syntax errors
echo "=== Validating Shader Syntax ==="
for file in $(git diff --name-only HEAD~10..HEAD | grep "\.gdshader$"); do
echo "Checking $file..."
# Godot can validate shaders by loading them
godot --headless --quit-after 2 project.godot 2>&1 | grep -i "$file" && echo "Warning: Possible issue in $file"
done
4.2 Pattern Verification
echo "=== Verifying Godot 3.x Patterns Removed ==="
echo "SCREEN_TEXTURE references remaining:"
grep -rn "SCREEN_TEXTURE" --include="*.gdshader" . 2>/dev/null | wc -l
echo "DEPTH_TEXTURE references remaining:"
grep -rn "DEPTH_TEXTURE" --include="*.gdshader" . 2>/dev/null | wc -l
echo "texture(SCREEN_TEXTURE remaining:"
grep -rn "texture\s*(\s*SCREEN_TEXTURE" --include="*.gdshader" . 2>/dev/null | wc -l
echo "Godot 3.x light variables (DIFFUSE/SPECULAR) remaining:"
grep -rn "\bDIFFUSE\b\|\bSPECULAR\b" --include="*.gdshader" . 2>/dev/null | wc -l
echo ".shader files (should be 0):"
find . -name "*.shader" -type f | grep -v ".gdshader" | wc -l
4.3 Godot Project Test
# Open project in Godot to verify shaders compile
echo "=== Testing in Godot ==="
godot --editor project.godot &
sleep 5
# Check Output panel for shader errors
# (User should visually verify no shader-related errors)
Examples
Example 1: Screen Distortion Shader
Before (Godot 3.x):
shader_type canvas_item;
uniform float distortion_strength : hint_range(0.0, 1.0) = 0.1;
void fragment() {
vec2 distorted_uv = SCREEN_UV + (UV - 0.5) * distortion_strength;
vec4 screen_color = texture(SCREEN_TEXTURE, distorted_uv);
COLOR = screen_color;
}
After (Godot 4.x):
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float distortion_strength : hint_range(0.0, 1.0) = 0.1;
void fragment() {
vec2 distorted_uv = SCREEN_UV + (uv - 0.5) * distortion_strength;
vec4 screen_color = textureLod(screen_texture, distorted_uv, 0.0);
COLOR = screen_color;
}
Example 2: Depth-Based Fog Shader
Before (Godot 3.x):
shader_type spatial;
render_mode depth_draw_opaque, cull_disabled;
uniform vec4 fog_color : source_color = vec4(0.5, 0.6, 0.7, 1.0);
uniform float fog_density : hint_range(0.0, 1.0) = 0.1;
void fragment() {
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
float fog_factor = exp(-fog_density * depth);
ALBEDO = fog_color.rgb;
ALPHA = 1.0 - fog_factor;
}
After (Godot 4.x):
shader_type spatial;
render_mode depth_draw_opaque, cull_disabled;
uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
uniform vec4 fog_color : source_color = vec4(0.5, 0.6, 0.7, 1.0);
uniform float fog_density : hint_range(0.0, 1.0) = 0.1;
void fragment() {
float depth = textureLod(depth_texture, SCREEN_UV, 0.0).r;
float fog_factor = exp(-fog_density * depth);
ALBEDO = fog_color.rgb;
ALPHA = 1.0 - fog_factor;
}
Example 3: Custom Light Shader
Before (Godot 3.x):
shader_type spatial;
uniform vec4 highlight_color : source_color = vec4(1.0, 0.8, 0.0, 1.0);
void fragment() {
ALBEDO = vec3(0.5);
}
void light() {
float dot_product = max(dot(NORMAL, LIGHT), 0.0);
if (dot_product > 0.9) {
DIFFUSE = highlight_color.rgb * ATTENUATION;
} else {
DIFFUSE = ALBEDO * dot_product * ATTENUATION;
}
SPECULAR = vec3(0.0);
}
After (Godot 4.x):
shader_type spatial;
uniform vec4 highlight_color : source_color = vec4(1.0, 0.8, 0.0, 1.0);
void fragment() {
ALBEDO = vec3(0.5);
}
void light() {
float dot_product = max(dot(normal, LIGHT), 0.0);
if (dot_product > 0.9) {
diffuse_light = highlight_color.rgb * attenuation;
} else {
diffuse_light = ALBEDO * dot_product * attenuation;
}
specular_light = vec3(0.0);
}
Example 4: Vertex Displacement Shader
Before (Godot 3.x):
shader_type spatial;
uniform float wave_height : hint_range(0.0, 2.0) = 0.5;
uniform float wave_speed : hint_range(0.0, 10.0) = 2.0;
void vertex() {
float wave = sin(VERTEX.x * 2.0 + TIME * wave_speed) * wave_height;
VERTEX.y += wave;
}
void fragment() {
vec2 uv_offset = UV * 2.0;
ALBEDO = vec3(uv_offset, 0.5);
}
After (Godot 4.x):
shader_type spatial;
uniform float wave_height : hint_range(0.0, 2.0) = 0.5;
uniform float wave_speed : hint_range(0.0, 10.0) = 2.0;
void vertex() {
float wave = sin(vertex.x * 2.0 + TIME * wave_speed) * wave_height;
vertex.y += wave;
}
void fragment() {
vec2 uv_offset = uv * 2.0;
ALBEDO = vec3(uv_offset, 0.5);
}
Complete Conversion Mapping Reference
Texture Uniforms
| Godot 3.x | Godot 4.x Declaration | Godot 4.x Usage |
|---|---|---|
SCREEN_TEXTURE |
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; |
textureLod(screen_texture, uv, lod) |
DEPTH_TEXTURE |
uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap; |
textureLod(depth_texture, uv, lod) |
Texture Sampling Functions
| Godot 3.x | Godot 4.x |
|---|---|
texture(SCREEN_TEXTURE, uv) |
textureLod(screen_texture, uv, 0.0) |
texture(SCREEN_TEXTURE, uv, lod) |
textureLod(screen_texture, uv, lod) |
texture(DEPTH_TEXTURE, uv) |
textureLod(depth_texture, uv, 0.0) |
texture(TEXTURE, uv) |
texture(TEXTURE, uv) (unchanged) |
texture(NORMAL_TEXTURE, uv) |
texture(NORMAL_TEXTURE, uv) (unchanged) |
Built-in Varyings (fragment() scope only)
| Godot 3.x | Godot 4.x |
|---|---|
VERTEX |
vertex |
UV |
uv |
COLOR |
color |
NORMAL |
normal |
TANGENT |
tangent |
BINORMAL |
binormal |
Light Function Variables
| Godot 3.x | Godot 4.x |
|---|---|
DIFFUSE |
diffuse_light |
SPECULAR |
specular_light |
ATTENUATION |
attenuation |
SHADOW_ATTENUATION |
shadow_attenuation |
Success Criteria
Conversion complete when:
- ✓ Zero
SCREEN_TEXTUREreferences remain (converted to uniform) - ✓ Zero
DEPTH_TEXTUREreferences remain (converted to uniform) - ✓ All
texture()calls for screen/depth usetextureLod() - ✓ Built-in varyings in
fragment()are lowercase - ✓ Light function uses new variable names (
diffuse_light,specular_light, etc.) - ✓ All
.shaderfiles renamed to.gdshader - ✓ Uniform declarations include proper hints (
hint_screen_texture,hint_depth_texture) - ✓ All shaders compile without errors in Godot 4.x
- ✓ Visual output matches Godot 3.x behavior
- ✓ Git history shows clear conversion commits
Common Issues & Solutions
Issue 1: texture() vs textureLod()
Problem:
// Won't work in Godot 4.x
vec4 color = texture(screen_texture, UV);
Solution:
// Correct Godot 4.x syntax
vec4 color = textureLod(screen_texture, UV, 0.0);
Explanation: Godot 4.x requires explicit LOD for screen and depth textures. Always use textureLod() with an explicit LOD value (0.0 for no mipmapping).
Issue 2: Missing Uniform Declarations
Problem:
shader_type canvas_item;
void fragment() {
COLOR = textureLod(screen_texture, UV, 0.0); // ERROR: screen_texture not declared
}
Solution:
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
void fragment() {
COLOR = textureLod(screen_texture, uv, 0.0);
}
Explanation: Godot 3.x provided SCREEN_TEXTURE implicitly. Godot 4.x requires explicit uniform declarations with hints.
Issue 3: Wrong Case in Built-in Varyings
Problem:
void fragment() {
ALBEDO = texture(TEXTURE, UV).rgb; // ERROR in Godot 4.x
}
Solution:
void fragment() {
ALBEDO = texture(TEXTURE, uv).rgb; // Lowercase in fragment()
}
Note: Built-in varyings remain uppercase in vertex() but become lowercase in fragment() in Godot 4.x.
Issue 4: Light Function Variable Names
Problem:
void light() {
DIFFUSE = ALBEDO; // ERROR: DIFFUSE doesn't exist
}
Solution:
void light() {
diffuse_light = ALBEDO; // Correct variable name
}
Issue 5: Multiple hint declarations
Problem:
uniform sampler2D screen_texture : hint_screen_texture;
uniform sampler2D depth_texture : hint_depth_texture;
// Later in code, trying to use both
Issue: If shader already has uniforms declared, don't duplicate them.
Solution: Check for existing declarations before adding.
Rollback Procedure
If conversion causes issues:
# Find baseline tag
git tag | grep "shader-baseline"
# Reset to pre-conversion state
git reset --hard <baseline-tag>
# Or revert specific commits
git revert <conversion-commit-hash>
# Rename files back if needed
for file in $(find . -name "*.gdshader" -type f); do
if [ ! -f "${file%.gdshader}.shader" ]; then
mv "$file" "${file%.gdshader}.shader"
fi
done
Integration with Other Skills
Use before:
godot-modernize-gdscript- Update shaders first, then scriptsgodot-migrate-tilemap- Visual effects often tied to tilemaps
Use after:
- Project conversion from Godot 3.x to 4.x
godot-organize-assets- Organize shader files first
This skill automates the tedious parts of Godot 3.x to 4.x shader migration while preserving exact visual output.
Recommended Agent Skills
Expand your agent's capabilities with these related and highly-rated skills.
agent-ops-spec
Manage specification documents in .agent/specs/. Use when user provides requirements, acceptance criteria, or feature descriptions that need to be tracked and validated against implementation.
agent-ops-state
Maintain .agent state files. Use at session start, after meaningful steps, and before concluding: read/update constitution/memory/focus/issues/baseline consistently.
agent-ops-spec
Manage specification documents in .agent/specs/. Use when user provides requirements, acceptance criteria, or feature descriptions that need to be tracked and validated against implementation.
agent-ops-testing
Test strategy, execution, and coverage analysis. Use when designing tests, running test suites, or analyzing test results beyond baseline checks.
agent-ops-testing
Test strategy, execution, and coverage analysis. Use when designing tests, running test suites, or analyzing test results beyond baseline checks.
agent-ops-state
Maintain .agent state files. Use at session start, after meaningful steps, and before concluding: read/update constitution/memory/focus/issues/baseline consistently.
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